Turning a figure into a prop

Okay, so I know I've done this in the past but can't frigen remember how.

I have a figure with hair and costume and everything that I want to turn into a statue. How do I turn her into a single prop that I can then just apply a shader too?

Comments

  • Edit>Figure>Rigging>Convert Figure to Prop.

  • Where? Daz must have moved it in the newer version. I can't find this function in DS4.9

     

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  • Richard HaseltineRichard Haseltine Posts: 100,810

    It's still there - you may need to go to Daz Studio Formats/My Daz 3d Library/Scripts/UtilitiesUpdate and Merge Menus in the Content Library pane (assuming My Daz 3d Library is the one with installed content) to get it to show.

  • SpottedKittySpottedKitty Posts: 7,232

    The Edit Rigging command is also on the dropdown menu you get from the Options button in the top corner of the Scene tab.

  • It's still there - you may need to go to Daz Studio Formats/My Daz 3d Library/Scripts/UtilitiesUpdate and Merge Menus in the Content Library pane (assuming My Daz 3d Library is the one with installed content) to get it to show.

    Well, the good news is that worked but the bad news is now I missing a very important catagory >Scripts is now missing. :(

     

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  • Richard HaseltineRichard Haseltine Posts: 100,810

    That's odd - it should not remove the Script smenu (though perhaps if this was the very first time you'd run the script it might). You can rebuild the Scrupts menu in Window>Workspace>Customise... - right-click in the Main menu entry in the Menus tab on the right to create a new menu and call it Scripts, then drag the entries back from the Custom Actions group on the left to populate it.

  • Type 0 NegativeType 0 Negative Posts: 323
    edited July 2016

    That's odd - it should not remove the Script smenu (though perhaps if this was the very first time you'd run the script it might). You can rebuild the Scrupts menu in Window>Workspace>Customise... - right-click in the Main menu entry in the Menus tab on the right to create a new menu and call it Scripts, then drag the entries back from the Custom Actions group on the left to populate it.

    that worked, that was interesting.. now scripts is at the beginning before >File - so my interface now looks like Scripts/File/Edit/Create/Window/Help

    I don't care though, just glad to have >Scripts back up there.

    Seriously though, thanks!!

    Post edited by Richard Haseltine on
  • Richard HaseltineRichard Haseltine Posts: 100,810

    You can drag-and-drop to reorder in the menus tab of Customise, but it can be tricky to hit the right drop-point and not turn the moved menu into a sub-menu.

  • RafmerRafmer Posts: 564

    Since there is already this thread about it, I will ask it here. How can I keep clothes and hair when converting a figure to a prop?

  • To Rafmer- read ALL of this.

    I have not found any way to make HAIR into a prop. I just always parent the skullcap to the finished prop and lock it there. But CLOTHES yes. The idea is, make each item of clothes into a prop, parent those to your character, and then when you turn the character into a prop they will be incorporated. (I tried this with the skullcap too. It is a prop and so yes, it incorporates-but the hair on it disappears to who knows where. But weapons or tools, entire scenes if you want, if they are parented to a character they become part of that character's prop manifestation. Parent them to the body-once they are not characters themselves they do not know what a bone is and will not allign to any specific part. And you might still have to pose them very carefully in place on the subject. By the way, the new prop will retain all the separate texturing they started with, with this exception-things that are exactly the same material, like most of the primitives, they will all have one and only one material.)

    But you need a conversion script which allows you to specify that you want the parented props included. There IS one, and it is fabulous, BUT either later editions of Poser, or Windows 10, screws it up by requiring where you put things. Mine works because I work outside their conventions, my Poser is in my own filing system on my D drive. Anyway, this Python script is the only way I know that works and works well. It is free, and thanks to Mr. Sesseler for that!

    This can be downloaded here--> d3d.sesseler.de/index.php?software=poserpython&product=figure2prop

  • Hello

    I'd like to convert a figure into a prop... but not only the figure, but all the clothes, hair, props... attached to her.

    How can it be done in an easy way??

    Thanks in advance

  • My 3D SpinMy 3D Spin Posts: 608
    edited September 2019
    Zarquen said:

    Hello

    I'd like to convert a figure into a prop... but not only the figure, but all the clothes, hair, props... attached to her.

    How can it be done in an easy way??

    Thanks in advance

                     Me too- I converted a figure to a prop and it tworked beautifully but the hair and all the clothes dissapeared!

                    I tried making clothes and hair to props as well and parenting them to the figure but the still dissapeared
                    when making the figure a prop

    Post edited by My 3D Spin on
  • L'AdairL'Adair Posts: 9,479
    edited September 2019
    Zarquen said:

    Hello

    I'd like to convert a figure into a prop... but not only the figure, but all the clothes, hair, props... attached to her.

    How can it be done in an easy way??

    Thanks in advance

                     Me too- I converted a figure to a prop and it tworked beautifully but the hair and all the clothes dissapeared!

                    I tried making clothes and hair to props as well and parenting them to the figure but the still dissapeared
                    when making the figure a prop

    You can turn them into an object, though it will take a bit of work. I'm assuming you have no need to make changes, or you wouldn't be turning everything into props.

    Try this:

    1. Hide everything in the viewport except for your figure, clothes, hair, footwear, jewelry, etc.
    2. Make sure all of the items you are exporting are at their Base resolution, (Parameters > General > Mesh Resolution; Set Resolution Level to Base.) Otherwise, the object will create polygon faces for each of the subdivisions.
    3. From the File menu, select Export.
    4. In the popup explorer window, make sure Wavefront Object (*.OBJ) is the "Save as type:"
    5. Browse to a location to save your object. (I actually have a folder on my data drive labeled OBJs.)
    6. Name your new object.
    7. In the pop up OBJ Esport Options dialog, make sure Daz Studio (1 unit = 1cm) is selected as the convert "To:"
    8. Click on the Accept button. (The figure and everything it's wearing is now a single object.)
    9. Do Not delete the originals!
    10. From the File menu, select Import.
    11. Browse to the location where you saved the object and select it.
    12. Click on the Open button.

    Your new object will have lost the material settings of the originals, showing only the color that was in the Diffuse/Base Color parameter. Material zone names may have also changed. To apply the materials onto the Object:

    1. Open the Surfaces > Editor
    2. Select your new Object in the scene, (Scene tab, or viewport.)
    3. If you are using the Iray render engine,
      • Select the object in the Surfaces > Editor so that it is highlighted.
      • Locate the Iray Uber Base in the Surfaces > Presets and double-click to apply.
      • Return to the Surfaces > Editor.
    4. Now hold down the Ctrl key (Cmd for Macs,) and select one of the originals
    5. In the Surfaces > Editor, Double-click on the new object to expand. You can now see the material zones and their names.
    6. Double-click on the original to expand.
    7. If the relevant material zones of the new object and the zones of the original have the same names:
      • Select all the material zones of the original
      • Right-click and select Copy Selected Surface(s)
      • Select the relevant material zones of the new object
      • Right-click and select Paste to Selected Surface(s)
    8. If the relevant material zones of the new object have been modified, (the zone names will be there, but with the object name appended to the beginning.)
      • Select the first material zone of the original
      • Right-click and select Copy Selected Surface(s)
      • Select the relevant material zone of the new object
      • Right-click and select Paste to Selected Surface(s)
      • Repeat until all the material zones of the original have been pasted onto the relevant material zones of the object.
    9. Hold down the Ctrl key, and click on the currently selected original to deselect.
    10. With the Ctrl key still down, click on the next original to select.
    11. Repeat Step #6, Step #7 or Step # 8, (depending on the names of the relevant material zones,) and Steps #9 and #10 until all the materials from the originals have been copied to your object.
    12. Save your scene file. (In fact, save the scene file as often as makes you feel comfortable with the process, but definitely once all the materials have been applied.)

    At this point, I recommend you save a subset of your scene and select all the originals used to create your object. This will allow you to merge the originals back into the scene if you later need to make changes. (From the File menu, select Save As > Scene Subset… Name the subset as you would any file with something that makes sense for this scene. In the popup dialog, select just the "nodes" that make up the original figure and it's wearables. Click on Accept.)

    You can actually create a separate object for each item if you prefer. I just tested this on a child character wearing shorts, shoes and socks, and holding a cat. Everything worked as I expected.

    Once you are satisfied with the results, you can delete the originals from the scene.

    Post edited by L'Adair on
  • L'Adair, I just came across this thread, thanks a lot for an excellent tutorial :)

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